In my unity app I am able to successfully create and log in using a Pseudo user. My app user has the ability to log out of the app and this causes the Pseudo user to be deleted successfully. The issue is that when the user logs back into the app, the app will not create a new Pseudo user for that individual. This is the case whether or not the user closes the app after logout or if they try to log right back into the app without closing the app. Why?

I would say yes. After the user elects to logout of the app a new unity scene is loaded. When they log back into the app their credentials are verified against a third party and if they are verified the app then loads the next scene. Once the next scene opens, the user is prompted to enable notifications again. They click on a button that enables the pseudo user script above that starts with a "void start ()".

Thank you for the assistance; however, I have followed instructions to the tee. the code to create and remove the user is working on the first attempt...it is only when I go through the user creation the second time that the problem occurs. one thing i noticed in the docs is "If the user deletion succeeds, the login status is cancelled and the user is treated as an anonymous user"...does the kii.logout () call properly logout the anonymous user? how do i handle the anonymous user? would this cause another attempt to create a pseudo user to fail in app and not show up with the command line tool?

Does the kii plugin need to be un-initialized after the user is removed? If so, what is the proper way to un-initialize kii after a user is removed and then logged out of the app? I am just wondering if something is stopping the second pseudo user registration from executing..

the first "made it" shows up in my log; however, my app just hangs without going past the KiiUser.LoginWithToken...and the second "Made it 2" never shows up in my log...and my popup never shows if e != null)....

There are no errors in the log, so what would cause this? The user is being created correctly and shows up in my console; however, when I try to use the code above I get nothing. Any ideas?

Could the issue be that I initialize the "KiiInitializer" in one scene in order to pull in data from the kii cloud (which works great) and I then perform a "SceneManager.LoadScene" to load a new scene in my game where I try to use the "KiiUser.LogIn(username, password, (KiiUser user, Exception e) => {" in order to pull in more data from the kii cloud (which is when I get my error)? Basically, is something causing issues with unity on iOS to where the initialization is not being carried over to the new scene? How can I check the kii initialization status before I try to login using "KiiUser.LogIn(username, password, (KiiUser user, Exception e) => {" ?

The KiiInitializeBehaviour marks own instance as DontDestroyOnLoad.So KiiInitializeBehaviour's instance is keeped even if your game loads the another scene.You can check the initialization status by following code.